Pengembangan Aplikasi Perangkat Bergerak Sistem Pengenalan dan Belajar Wayang Kulit Berbasis Android: Studi Kasus Lingkungan MAN Insan Cendekia Jambi
Kata Kunci:
Android, Sistem Pengenalan, Wayang Kulit, Prototyping, KotlinAbstrak
Seni wayang kulit merupakan warisan budaya Indonesia yang telah ada sejak abad ke-10 dan terus berkembang hingga kini. Pemerintah berupaya menjaga keberlanjutan warisan ini dengan mengintegrasikan pembelajaran wayang kulit dalam kurikulum seni budaya di berbagai sekolah, termasuk di Sekolah MAN Insan Cendekia Jambi. Meski demikian, implementasi pembelajaran ini dihadapkan pada sejumlah tantangan, sebagaimana diungkapkan melalui wawancara dengan para guru di MAN Insan Cendekia Jambi. Penelitian ini mengidentifikasi permasalahan utama, antara lain keterbatasan sumber aktual dan kurangnya contoh pertunjukan wayang dalam bahasa Indonesia, yang mengakibatkan rendahnya efektivitas pembelajaran wayang kulit. Walaupun terdapat alternatif aplikasi dan situs web pembelajaran wayang kulit, materi yang disajikan masih kurang lengkap. Pada penelitian ini, dikembangkan aplikasi sistem pengenalan dan belajar wayang kulit berbasis Android dengan menerapkan metode prototyping. Persona, skenario, dan user story digunakan untuk mendefinisikan kebutuhan aplikasi. Selanjutnya, penelitian menghasilkan satu buah prototipe dengan satu kali iterasi dan satu aplikasi berbasis Android. Hasil pengujian validasi menggunakan black box testing menunjukkan bahwa kerja fungsionalitas aplikasi 100% valid. Hasil pengujian usabilitas menggunakan metode SUS menunjukkan bahwa aplikasi masuk kategori excellent-acceptable dengan tingkat keberhasilan task scenario 100%. Sementara itu, hasil pengujian kompatibilitas menunjukkan bahwa aplikasi dapat digunakan pada sistem operasi Android dengan versi minimal 7.0 Nougat.
Referensi
AlRoobaea, R., & Mayhew, P. J. (2014). How many participants are really enough for usability studies? [Paper presentation]. Science and Information Conference 2014, pp. 48-56. 10.1109/SAI.2014.6918171.
Aprianto, D., 2016. Aplikasi Pengenalan Tokoh Wayang Kulit dan Lagu Jawa Interaktif Berbasis Android. [electronic print] Available at : <http://v2.eprints.ums.ac.id/archive/etd/41375/1/> [Accessed 29 July 2023]
Arief, M. S., Musthafa, A., & Muriyatmoko, D., 2020. Implementation of Model-View-ViewModel (MVVM) Architecture Pattern in the Sistem Informasi Akademik UNIDA Gontor Mobile Application. Proceeding International Conference on Science and Engineering, 3(5) , p.283-289. 10.14421/icse.v3.514.
Bangor, A., Kortum, P., & Miller, J. (2009). Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. Journal Of usability Studies, 4(3), pp. 114-123.
Drygielski, M., Indyka-Piasecka, A., Piwowarczyk, M., Telec, Z., Trawiński, B., Duong, T. H., 2019. Usability Testing of Data Entry Patterns Implemented According to Material Design Guidelines for the Web. International Conference on Computational Collective Intelligence 2019: Computational Collective Intelligence, vol. 11683, pp. 697-711. 10.1007/978-3-030-28377-3_58.
Gurung, G., Shah, R., & Jaiswal, D. P., 2020. Software Development Life Cycle Models-A Comparative Study. International Journal of Scientific Research in Computer Science Engineering and Information Technology, 6(4), pp. 30-37. 10.32628/CSEIT206410.
Harwati, & Widodo, I. D., 2017. Usability Testing For Android Based Application “Jogja Smart Tourism” [Paper presentation]. IOP Conference Series: Materials Science and Engineering, Volume 215, 5th International Conference on Manufacturing, Optimization, Industrial and Material Engineering, Bali, Indonesia. 10.1088/1757-899X/215/1/012031.
ISO 9241-11. (1998). Guidance on Usability. International Organization for Standardization. Retrieved December 19, 2022, from https://www.iso.org/obp/ui/#iso:std:iso:9241:-11:ed-2:v1:en.
Khan, M. A., & Sadiq, M. (2011). Analysis of Black Box Software Testing Techniques: A Case Study. The 2011 International Conference and Workshop on Current Trends in Information Technology (CTIT 11), pp. 1-5. 10.1109/CTIT.2011.6107931.
Pratama, I. M. R., & Subari, 2021. Pengenalan Wayang Kulit Menggunakan Teknologi Virtual Reality Berbasis Mobile. [electronic print] Available at : <http://www.seminar.iaii.or.id/index.php/SISFOTEK/article/view/271/239> [Accessed 29 July 2023]
Setiawan, R., 2021. Black Box Testing Untuk Menguji Perangkat Lunak. Dicoding. Retrieved July 27, 2022, from https://www.dicoding.com/blog/black-box-testing/.
Sommerville, I., 2020. Engineering Software Products: An Introduction to Modern Software Engineering, EBook, Global Edition. Pearson Education.
Tullis, T., Albert, B., & Albert, W., 2013. Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Elsevier Science.
Wismaya, I.G.A.A., Sudarma, M., & Suyadna, I.M.A., 2017. Rancang Bangun Aplikasi Media Pembelajaran Pengenalan Rupa dan Karakter Tokoh Wayang Purwa Berbasis Android. E-Journal SPEKTRUM, 4(2), pp. 105-102.
AlRoobaea, R., & Mayhew, P. J. (2014). How many participants are really enough for usability studies? [Paper presentation]. Science and Information Conference 2014, pp. 48-56. 10.1109/SAI.2014.6918171.
Aprianto, D., 2016. Aplikasi Pengenalan Tokoh Wayang Kulit dan Lagu Jawa Interaktif Berbasis Android. [electronic print] Available at : <http://v2.eprints.ums.ac.id/archive/etd/41375/1/> [Accessed 29 July 2023]
Arief, M. S., Musthafa, A., & Muriyatmoko, D., 2020. Implementation of Model-View-ViewModel (MVVM) Architecture Pattern in the Sistem Informasi Akademik UNIDA Gontor Mobile Application. Proceeding International Conference on Science and Engineering, 3(5) , p.283-289. 10.14421/icse.v3.514.
Bangor, A., Kortum, P., & Miller, J. (2009). Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. Journal Of usability Studies, 4(3), pp. 114-123.
Drygielski, M., Indyka-Piasecka, A., Piwowarczyk, M., Telec, Z., Trawiński, B., Duong, T. H., 2019. Usability Testing of Data Entry Patterns Implemented According to Material Design Guidelines for the Web. International Conference on Computational Collective Intelligence 2019: Computational Collective Intelligence, vol. 11683, pp. 697-711. 10.1007/978-3-030-28377-3_58.
Gurung, G., Shah, R., & Jaiswal, D. P., 2020. Software Development Life Cycle Models-A Comparative Study. International Journal of Scientific Research in Computer Science Engineering and Information Technology, 6(4), pp. 30-37. 10.32628/CSEIT206410.
Harwati, & Widodo, I. D., 2017. Usability Testing For Android Based Application “Jogja Smart Tourism” [Paper presentation]. IOP Conference Series: Materials Science and Engineering, Volume 215, 5th International Conference on Manufacturing, Optimization, Industrial and Material Engineering, Bali, Indonesia. 10.1088/1757-899X/215/1/012031.
ISO 9241-11. (1998). Guidance on Usability. International Organization for Standardization. Retrieved December 19, 2022, from https://www.iso.org/obp/ui/#iso:std:iso:9241:-11:ed-2:v1:en.
Khan, M. A., & Sadiq, M. (2011). Analysis of Black Box Software Testing Techniques: A Case Study. The 2011 International Conference and Workshop on Current Trends in Information Technology (CTIT 11), pp. 1-5. 10.1109/CTIT.2011.6107931.
Pratama, I. M. R., & Subari, 2021. Pengenalan Wayang Kulit Menggunakan Teknologi Virtual Reality Berbasis Mobile. [electronic print] Available at : <http://www.seminar.iaii.or.id/index.php/SISFOTEK/article/view/271/239> [Accessed 29 July 2023]
Setiawan, R., 2021. Black Box Testing Untuk Menguji Perangkat Lunak. Dicoding. Retrieved July 27, 2022, from https://www.dicoding.com/blog/black-box-testing/.
Sommerville, I., 2020. Engineering Software Products: An Introduction to Modern Software Engineering, EBook, Global Edition. Pearson Education.
Tullis, T., Albert, B., & Albert, W., 2013. Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Elsevier Science.
Wismaya, I.G.A.A., Sudarma, M., & Suyadna, I.M.A., 2017. Rancang Bangun Aplikasi Media Pembelajaran Pengenalan Rupa dan Karakter Tokoh Wayang Purwa Berbasis Android. E-Journal SPEKTRUM, 4(2), pp. 105-102.
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